Post by Killian on Oct 28, 2012 23:12:33 GMT -5
Hello everyone! Most of you know me, some may not. I just started G12 just a couple days ago, and I've had some time to play along with my friends here with it. This here will be my first impression, and what I like/dislike, what could be implemented, etc.
This is all off the top of my head. Very rough ideas here, so feel free to work with them, shoot them down, or improve them in any way you can
EDIT: Also, prepare for a wall of text
First Impression
Dislikes
Ideas
Ending Note:Sorry this is such a big piece of writing, I got carried away. These are all ideas that I slapped down without a moment's notice, so they're all very raw. If anyone wants me to elaborate on something I may have not been clear on, go ahead. I'm really proud of everyone who's already worked on this. The effort shows in the game, having been here only for a short while.
Looks like we're gonna have some fun with this!
This is all off the top of my head. Very rough ideas here, so feel free to work with them, shoot them down, or improve them in any way you can
EDIT: Also, prepare for a wall of text
First Impression
- The game mechanics and aesthetics are initially very pleasing. I love the smooth moving and getting around.
- There's a small time period where I did NOT know where to go. "What's my objective? What specifically am I trying to accomplish here?". I'm obviously pointing out things that are not immediate plans, seeing as the game is in its basics and still has a bit to grow, but things in the future.
- I've been trying to view this game from the eyes of someone with no background experience in Realm or doesn't have any friends to help them learn the ropes. It initially seems very daunting to learn what "gridshards" or "splinters" or "prisms" or "lenses" do. Of course, after about 5 minutes I learned all I needed to know. I'll say more of this issue in Ideas.
Dislikes
- It's been mentioned before, but having the /choosename command be common knowledge would be helpful.
- I saw that the devs had plans for a more extensive menu for buildings and towns. That's definitely a must when the game begins to expand. I initially had no idea what went where, how to what who when where did I get this whaaaaa??
- This next concept is a good idea, but almost too effective. Remm was out there, teaching me the basics of the game, when he went out with a fully "maxed" Valk and proceeded to blast the shit out of everything. I tagged along, and before I knew it, I had TOO much XP to handle. That was about 4 levels right off the bat. I'm initially thinking that XP gained from cooperative means should be nerfed to whatever level you are, like in Realm. I love the intensely co-op feel about it. Absolutely love it. It's just a bit too OP.
- On the same note, if XP gained between two members of a "party" should be earned in scaled increments, maybe adding something that nerfed the level of prism according to your level? It seems a bit unfair that just the presence of a skilled player instantly earns you a chance to get something that should be coveted. Levels should be more dynamic, defining how much reward you get to scale level of players. If it existed today with a large player base, everyone would max up too quickly. More in Ideas
Ideas
- The tutorial covers the basics. Autofire, moving, etc. But explaining things other than the game mechanics would be a smart addition, like the shards, and prisms and sitch. The key is to explain the location and use for these items without making the tutorial super long and boring. That would just scare off potential players. Obviously there's no use for splinters yet, and I understand that the devs have probably already thought of half of what I'm saying and are planning to implement it, but to be on the safe side, I'll make sure I don't skip anything!
- The ideas that Randomg had for splinters sound really good, so +1 on that. I'd enjoy using splinters in crafting your own accessories that give buffs like Randomg said, or following Amitp's idea's but like... you could use the splinters to upgrade your "hanger" or "spawnpoint" and the splinters could give some sort of temp/perm buff to the next vehicle. Work in progress, but a random idea.
- Like I was saying in Dislikes, levels should be more of a dynamic thing. Say, leveling the default vehicle could give you a certain number of points, and you could use these points to unlock other vehicles. But, once you start playing another vehicle, it would start at beginning level, and the default would retain its level. Another idea would be having the prisms independent to each vehicle. I honestly would prefer having vehicles have their own level, and/or having prisms independent of other vehicles. Also, leveling different, higher tiered vehicles could reward you with more points, but of course, the higher-tiered vehicles would be harder to unlock with the lower tiered vehicles. There would, of course, be a max level to each class. Something not too high, emulating Rotmg's easy leveling stance.
One last thing on levels. I was thinking of having a system that nerfed all the co-op drops according to level. Say, if someone got the max prism on something, it would drop a couple levels when it transferred to you, just so a max prism doesn't go to EVERYBODY around the one high skilled player. This is also an idea (not a very good one, but an idea), but being a certain level would restrict you from having the highest tiered prisms. This would make it so you couldn't obtain Pulch. prisms right off the bat, as I just did, until you leveled your own vehicle.
Ending Note:Sorry this is such a big piece of writing, I got carried away. These are all ideas that I slapped down without a moment's notice, so they're all very raw. If anyone wants me to elaborate on something I may have not been clear on, go ahead. I'm really proud of everyone who's already worked on this. The effort shows in the game, having been here only for a short while.
Looks like we're gonna have some fun with this!